﻿// Fill out your copyright notice in the Description page of Project Settings.


#include "ResourceOperation/HardReference.h"


// Sets default values
AHardReference::AHardReference()
{
	PrimaryActorTick.bCanEverTick = false;
	// // 构造函数
	// // FObjectFinder 方法一
	// auto paddleMesh1 = ConstructorHelpers::FObjectFinder<UStaticMesh>(TEXT("StaticMesh'/Game/Content/ThirdPerson/ThirdPerson/Meshes/Ramp_StaticMesh.Ramp_StaticMesh'"));
	// if (paddleMesh1.Object != nullptr)
	// {
	// 	// paddle1->SetStaticMesh(paddleMesh.Object);
	// }

	// //FObjectFinder 方法二
	// static ConstructorHelpers::FObjectFinder<UStaticMesh> paddleMesh2(TEXT("StaticMesh'/Game/Content/ThirdPerson/ThirdPerson/Meshes/Ramp_StaticMesh.Ramp_StaticMesh'"));
	// if (paddleMesh2.Succeeded())
	// {
	// 	// paddle1->SetStaticMesh(paddleMesh.Object);
	// }

	// // FClassFinder
	// static ConstructorHelpers::FClassFinder<AActor> BPClassFinder(TEXT("Blueprint'/Game/CPPFunction/Load/BP_MyActor'"));
	// if (BPClassFinder.Succeeded()) //或者使用 BPClassFinder.Class != nullptr 判断
	// {
	// 	// UClass* MyActorClass = BPClassFinder.Class.Get();
	// 	// TSubclassOf<AActor> BP_MyActorClass = BPClassFinder.Class;
	// 	// // UE_LOG(LogTemp, Warning, TEXT("class name:%s"), *BP_MyActorClass->GetName());
	// }
}

// Called when the game starts or when spawned
void AHardReference::BeginPlay()
{
	Super::BeginPlay();
}
